Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Murloc Beast Druid Standard Un'Goro Deck

Last updated on Apr 08, 2017 at 09:22 by Pesty 34 comments

Table of Contents

The following guide contains instruction on how to play Murloc Beast Druid. Beast Druid was a deck that has often been on the fringes of competitive play, due to it having many powerful options, but generally being outclassed by other, more consistent Druid decks. In Standard format, most of the core Druid decks have been gutted by card nerfs, meaning that Beast Druid finally has its opportunity to shine.

This Midrange version of the deck relies on The Curator and Finja, the Flying Star to provide additional staying power to keep up pressure on opponents.

The Journey to Un'Goro expansion adds many powerful Beasts that make excellent targets for Menagerie Warden for huge turns to dominate the mid-game.

1. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2. Murloc Beast Druid Standard Un'Goro Deck

Our deck costs 6,560 Arcane Dust and it is made up of the following cards.

Druid Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Beast Druid is a take on the aggressive form of Druid that aims to take board control and use the momentum gained from playing powerful Beasts each turn to eventually overrun opponents. The Presence of Finja, the Flying Star and other Murlocs in the deck provides a method to quickly populate the board with strong minions and put opponents on the back foot.

Unlike most Druid decks, Beast Druid does not choose to include Wild Growth in their deck. The reason for this is that you play a reduced amount of late-game when compared to a regular Druid deck, and you play a more consistent curve of minions to play out on the board. With this in mind, you would prefer to play out a minion on each turn and not skip your turn 2 just to accelerate your Mana.

Even without Wild Growth, the deck still features Innervate as it is too powerful an effect not to include. Using Innervate to get out an early Shellshifter or Fandral Staghelm can simply carry the game for you, and it also has excellent utility in the mid-game allowing you to create powerful board states by playing multiple big minions in a single turn.

The deck aims to make it through the early-game using cheap minions like Bluegill Warrior, Tortollan Forager and Elder Longneck in addition to the aforementioned plays using Innervate. Reactive plays using Wrath are also a consideration and should be used where possible, as surviving to start pumping out powerful mid-game minions is the only real aim.

The mid-game is where the deck finally starts to hit its stride. If you opponents board is empty and you are led to believe your opponent has no reasonable answer, then playing Fandral Staghelm can win you the game on the spot by empowering your minions like Druid of the Claw and Shellshifter or creating huge value with Nourish. However, most of the time you should just be looking to play your other minions in an attempt to get them to stick to the board. Most of the time you should be looking to add Health to your minions with their Transform or Adapt effects, but it is also worth considering taking a more aggressive stance if your already have a strong board position.

The late-game power of this deck comes in the form of Menagerie Warden which is capable of generating an enormous amount of stats on the board for a 6 Mana card. Due to the potential for many of your Beasts to gain Stealth, it is very easy to set up a play that guarantees your Warden landing on the following turn. Although the dream scenario is to copy one of the 5 Mana Beasts in the deck, do not be afraid to play Menagerie Warden on a lower value Beast if it fits your curve. Also pay attention to whether it is worth playing Druid of the Claw in Charge form to set up a huge push with two Charging Druid of the Claws on a following turn using the Warden.

In addition to the Beasts in the deck, the powerful Finja Murloc combo is also present. The combo revolves around using Finja, the Flying Star to pull a powerful combination of Bluegill Warriors and Murloc Warleaders from your deck. These specific Murlocs are included as they have an immediate effect on the board, either by providing boosts to stats or by being able to Charge to impact the board state. Generally, you want to play Finja at the earlier possible time due to the immense power of the effect, even if there is not a valid target can kill, bigger minions can be damaged to become targets or Finja can simply be left Stealthed until an opportunity arises.

3.1. Mulligans & Matchup Specific Strategies

In every matchup you should mulligan for Innervate as well as a smooth curve of early minions, but what this entails is influenced somewhat by your Mana options. If you have an Innervate in your opening hand for example, then keeping a Shellshifter and a Druid of the Claw alongside it is excellent, since you can use Innervate to play the Druid of the Claw on Turn 3, following up with the Shellshifter on Turn 4. The potential permutations are too numerous to explain here, but the key is to pay attention to what exactly you intend to play on each turn, and how it plays out with the various Mana effects.

Against Aggro, keeping Wrath or Swipe is an excellent idea to ensure you do not fall behind too far on board, but you do not want your hand to be overloaded with removal spells. If you keep too much removal, you resign yourself to playing from behind and simply answering the minions your opponent plays each turn while never getting on the board yourself.

Against Control, you are looking to be the aggressor and should simply mulligan for Innervate as usual, along with a powerful curve of minions to play out. Removal is much less important in these matchups and should generally be discarded, since Control decks do not usually have too many important cards to remove in the early-game.

Against all but the most aggressive matchups, Finja, the Flying Star is also an excellent card to keep due to the guaranteed mid-game value that more than makes up for any early tempo lost by keeping it in your opening hand.

3.2. Card Swaps

Savage Roar, Nourish, or a single copy of Menagerie Warden can be put for more early-game stability such as Enchanted Raven if you are struggling against Aggro decks.

Similarly you can choose to include Faerie Dragon in these spots to provide additional early-game an another card draw from The Curator.

4. ChangeLog

  • 08 Apr. 2017: Guide has been completely revamped for the Journey to Un'Goro expansion.
  • 25 Aug. 2016: Deck added.
Force desktop version
Force mobile version